Discussion of highs and lows from Deep Water games and different distribution models (audio)
Step-by-step instructions for getting feedback from playtesters:
https://boardgamedesigncourse.com/getting-good-feedback-and-what-to-do-with-it/
Notes on “perpendicular constraints” in cooperative games, or game systems that pull players from their core mission:
http://www.kindfortress.com/2019/11/29/design-patterns-perpendicular-constraints/
Lessons for board game designers from escape rooms:
https://brandonthegamedev.com/6-reasons-escape-rooms-will-make-you-a-better-board-game-designer/
What makes board game box art both beautiful and functional:
https://brandonthegamedev.com/how-to-make-a-beautiful-board-game-box/
Three simple (but not obvious) tips on playtesting:
https://mojo-nation.com/three-simple-not-obvious-tips-playtesting/
A look at games such as roll-and-writes where all players make use of the same random results:
http://www.kindfortress.com/2019/11/18/design-patterns-random-reactions/
Shelves are small: Ways you can decrease the size and component count of your game:
http://www.phantasiogames.net/2019/11/shelves-are-small.html
How to figure out what’s working in your game, and what isn’t:
https://boardgamedesigncourse.com/how-to-figure-out-whats-working-in-your-game-and-whats-not/
Social issues in game design (audio)
http://www.buildingthegamepodcast.com/2019/11/17/episode-390-social-issues-and-carnival-games/
